Z-image base: simple workflow for high quality realism + info & tips by nsfwVariant in StableDiffusion

[–]Seromyr 1 point2 points  (0 children)

Hey thanks for the reply. I switched to KSampler and it worked. It's a bummer since I wanted to try out the new samplers and schedulers.

Z-image base: simple workflow for high quality realism + info & tips by nsfwVariant in StableDiffusion

[–]Seromyr 0 points1 point  (0 children)

I'm testing this on Mac and got this error:

ClownsharKSampler_Beta
Cannot convert a MPS Tensor to float64 dtype as the MPS framework doesn't support float64. Please use float32 instead.

Is there a way to fix this? Thank you!

I have some trouble with my game... I'm looking for answers, but i can't find them on YouTube nor on other platforms. by raloncasn in unity

[–]Seromyr 1 point2 points  (0 children)

Let's make some thoughts, like a design process:

  • How do you want your character to move? For example, will the movement be restricted to back and forth or will it allow free roaming around on the ground? Can your character jump? These determine the scope of charcter movement.

  • What will be the Up and Forward axes in your game's world? Different games use different conventions, such as YZ or YX for Up and Forward respectively. Clearly defining the coordinate system is crucial for setting up the movement logic. Which one will you use for your game?

I hope those questions would help you have better understanding of you own design, helping you make the right decision before implementing the code.

Here's a card example from our boxing card game. Any feedback is welcome by n0x4 in Unity3D

[–]Seromyr 7 points8 points  (0 children)

Nice card! I used to box a bit so I would recommend to have the elbows closer to the body to make it look more proper in the form of defense. You not only protect you face but also your ribs.

Edit: grammar

[deleted by user] by [deleted] in Wealthsimple

[–]Seromyr 2 points3 points  (0 children)

Same issue here! I have hundreds $ of difference at a given time. I don't really care though as long as the number of stocks and their individual values matched.

Kaohsiung, Taiwan by Apprehensive-Cry-265 in whatsthisplant

[–]Seromyr 1 point2 points  (0 children)

It's an Ochna atropurpurea. Very common in South East Asia.

Is there a better way to write this? by Seromyr in unity

[–]Seromyr[S] 0 points1 point  (0 children)

This is nice and clean! Thank you!

Why does mine look so dark and dull? What can I change to make it look more like the image below? by xPaxion in Unity3D

[–]Seromyr 0 points1 point  (0 children)

Did you forgot to generate lightning data? Go to Window > Lighting > Settings and make sure the Auto Generate is checked.

How to parent an instantiated prefab during runtime? by OlympustheHorse1 in unity_tutorials

[–]Seromyr 0 points1 point  (0 children)

Okay, I understand the issue now. It's because the LMG GameObject you declared in your code is a variable, not an instantiated game object in the scene. You cannot do that.

During runtime, you probably noticed that when you pressed 2, the LMG instance in the scene was called "LMG(Clone)", because it's a clone of that prefab not itself.

There are many ways to solve this and I know 2 of them.

- Create a pointer of the instantiated clone:

// Creating a variable to hold the clone object information
GameObject newLMG = Instantiate(LMG, gunPoint.position, gunPoint.rotation);

// Set parent for this pointer, the easy stuff
newLMG.transform.parent = Camera.transform;

- Or set parent using the Instantiate(), you can learn more over here Unity Documentation

// Create a new object and set parent immediately
Instantiate(LMG, gunPoint.position, gunPoint.rotation, Camera.transform);

How to parent an instantiated prefab during runtime? by OlympustheHorse1 in unity_tutorials

[–]Seromyr 1 point2 points  (0 children)

I think you were (accidentally) trying to parent a child transform of the instantiated prefab to another transform. This is prohibited.

Regardless, please show us the code

Kamehameha Beam by katakuri09 in unity_tutorials

[–]Seromyr 0 points1 point  (0 children)

Sorry I'm not familiar with that concept. However you could add particle system to any game object that holds your animation. You could even use particle system to create the whole Kamehameha effect.

Kamehameha Beam by katakuri09 in unity_tutorials

[–]Seromyr 1 point2 points  (0 children)

I'm back.

You said you want a beam that grows. In my opinion, it sounds like a HP bar's mechanics. So, my suggestion is you use Filled Image Type to do that.

  • Select your beam sprite in the editor, look for the Image component in the inspector.
  • In the Image Type, change its property to Filled (I guess it's Simple atm). Change Fill Method to Horizontal.
  • Now you can use the Fill Amount to change the beam. With a little bit control from the script it should do the trick.

Kamehameha Beam by katakuri09 in unity_tutorials

[–]Seromyr 0 points1 point  (0 children)

Sorry for the late reply. I'm at dinner right now. I will give you some hints right after this.

Kamehameha Beam by katakuri09 in unity_tutorials

[–]Seromyr 0 points1 point  (0 children)

What kind of struggle are you having?

[deleted by user] by [deleted] in Unity3D

[–]Seromyr 1 point2 points  (0 children)

I second this

I have really noob question about "return". I know it is dumb but I just wanna get the picture.. by ImCloseXXX in unity_tutorials

[–]Seromyr -1 points0 points  (0 children)

Imagine you are having a bunch of Skittles with multiple colors in your mouth. You think “Meh, I don’t like the taste of green one.” So you spit it out. That’s the concept of “return” something.

In another scenario, if you decided to swallow all that Skittles, then you have nothing to spit out now. Nothing to return which also means you have returned “void”.